具体见. [9 j! f3 ]( g! P
2 y9 r$ [2 f" b! Y3 T& f$ L! `http://www.matrixgames.com/forums/tm.asp?m=31850620 _& C) o. x% i- l" z0 ]' e
; N4 p8 ? n1 f. T. R2 {2 p" D已经共享到岛群QQ和本论坛置顶资源帖9 U6 H% d3 \* b: E9 E' M1 u
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大量更新,详见列表:
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) `6 s5 N5 p3 g2 ZChange History:2 ~; a! T4 E, o- z3 E1 ^& d# ^
V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)
! _$ t; [' C" a$ w1. Seventh Update – This release is a comprehensive release updating all previous. |( `+ \ x& H9 a. r8 _) S
versions to v1.01.17 beta
% ]" I& b4 N9 d+ u& |! u" J2. Code Changes+ x1 z% A& Y: T2 m& R! w4 b
Fixed; u" C( \/ v6 f* e- h
1. Display of AF/Port icon between player saves based on player's intel+ ]1 l6 [' y8 P+ O; N9 C+ r5 Z& _
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
1 u& M( R, Z N3 F% p0 x- u/ Iweapon list updated$ l+ K9 j6 a7 {$ w5 H8 o" f/ @
3. Reported cargo/troop safety values incorrect when no cargo/troop space/ V8 ~3 ~6 I: e& x( S5 ]
4. Allow smaller 'reserve' space for small groups on ships$ D$ C- A9 _7 v5 I( |
5. Preserve some more data when swapping fragment and parent to prevent lost of parent2 z _2 B( ] J' N, }
6. Correct attacking plane count before final post-air combat
& F* C5 y- F: _; P4 ^0 f r7. Pilot promotion may have occured in error sometimes
( i9 H5 I. j. v' N4 s- D4 D8. Raid detect message sometimes dropped of the combat report% F' U, K0 p, k0 B9 s6 i
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply" h6 g. Z- {( z6 W' A* ]; @
generally( t9 q8 g+ r# x k5 h
10. Some pilot-leader connections were being corrupted
% Y k- I$ D' h8 W# e* h11. Movement bug with following units due to incorrect move indicator. Seems to fix a few0 z9 q8 |: }. y0 L j5 f
other move issues due to the incorrect indicator9 _! s7 X" K) L0 @& z4 h% t9 j- Y
12. Wrong ship sometimes reported in Ops report for TF movement which causes some6 Q. p- d5 R' Y& ^, D: X3 e: F! O
damage
. l/ w1 F2 E) @; w, q8 a13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
: ?2 `9 _; E% i Q- d14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
" W0 \% t9 L$ idate sort
+ f9 q7 V$ m1 q% o& d5 F15. ASW groups not allowed to attack sometimes3 }( n+ l4 q1 O' K# u* x1 A
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing, |' B& L# g( V; Y& }
HQ/LCU to jump to reinforcement queue
" T* L$ Q& p2 }8 y. ?17. Bug in bomber intercept if too many rounds of fighter v fighter combat
& F; y# N/ T6 f- ]# m( `5 h b4 t18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
: J; d6 B" i- t: Cat start of AE but crept back in sometime during updates# ~! c8 A8 S0 V5 h# N
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
0 m) y" q f N1 T4 yfragment.
% z4 a6 v8 S# P6 A% a20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# H8 M f. u4 J) E; n" F
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, t& E6 f8 B& zshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full1 {- O! n& j K5 Z& C5 W
set
4 |; @1 y- J$ t3 v22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
1 [/ T+ n1 w$ J- @' O" o& {2 e23. Enabled 'z' to speed up all animations; was commented out in a few animation replays" M+ f- ?2 I H. s9 A( n
24. Bug caused F/FB to sometimes bomb at low altitude% ~& Y6 F% e5 [4 F1 D$ ?6 M
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
; U, s0 ~" k3 M* ~occurring properly.& k& t' j; s- a
26. Bug in Industry 'failed' indication not showing properly sometimes
: V7 m! E0 s' S8 M$ l1 |27. Location check at scenario load to include small map sceanrios
: z8 N4 }$ `$ o0 S( L' v, X28. Bug in air supply to fragments in a non-friendly base hex$ c! G* L2 @8 @) p( y
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
$ p' b1 E8 l, y. W- M( P! `being set to homebase before execution of the mission – ie was returning to base' h$ d4 E! k: C8 L
immediately# T! N; n: R' \" j2 j" z8 l
30. Error in Strategic map display
* x, e0 h) E; P4 T- R& \31. Additional and stockpile options were not turned off when base was captured6 T h9 A* ?. l
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on9 z3 P/ f* T6 X; Z; q0 O$ {
mouse over
3 A; p9 m3 W4 R% h33. Army experience being gained when not 100% prepared as per manual; changed to allow
2 v/ Q- B" R% X9 S: r+ `. Fchance to gain experience if >75% prepare and < 50% national exp level& h) m/ U, v+ w7 a/ A9 S
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
6 S4 z' C* z: H: v8 L5 Y2 A8 S! U, {( salleviate the incorrect experience gaining happening while in reinforcement queue
, d0 r5 G3 Q7 Q! p& c35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –1 H) V B3 w* N3 M
caused unit to jump “off-rail” and move overland* s l' D! ]/ @2 |2 ^( c0 o! z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
8 p: F6 L. y C7 ^% Q4 R& @& q37. Excessive accident messages on unload from TF reported+ Q9 [/ a5 O2 p9 a0 X" o% t: }
38. Reworked editor sub-unit merging as some devices could drop off the unit list when' f8 T( S- i, v% e# ^
merged causing smaller size unit than expected
; G! c B9 o. I- [% y' W+ b39. Corrected possible TOE error in scenario data load for inactive units3 f; ]7 t- x# R v/ r3 O
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
3 x5 _1 ?( T* E2 F3 M9 A9 d5 Q# ehowever be allowed to do this.+ {; H+ l- V6 f s& k, ?
41. Possible CTD if sinking ship's load was a group! ~- r8 h& d/ Q( K9 `
42. Limit the number of devices built from resources per unit during LCU replacements; this
- ]. _! o9 H" r& uwas causing an over production for that turn
5 ?8 b% H% W" h) J5 X1 a3 |6 u43. Retain day/night setting when creating group fragments
, H }0 D% _ W( h5 q9 m1 b: h. W% J44. Adjusted supply and fuel values in base list not to overrun the space2 v: h) K) z7 w+ f0 d( H' r- @
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
2 a* J0 T, N! @) ?$ s9 k3 Sadded YMS to Sweep TF in line with manual and code" U4 U& H( V; J: Q: y5 \
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
4 w$ i7 K2 t5 Z$ v8 Krule relates to the abundance of manpower and is not covered by replacement pool. Normal
, P/ ]& l' o" W+ u5 Arebuilding of destroyed units is not affected by this.
, X3 j6 s9 V9 M47. Carrier capable and trained text not showing together on Group screen1 s; w2 k* K% k
48. Handle any blank re-name changes by ignoring them o5 v) v3 N: t# s& M+ R6 c, X
49. Possible CTD when air fragments combine
1 p+ n3 H5 e* @9 z) u" r3 R50. Unloading TF can freeze a LCU onto a ship under some conditions
3 e, f) A5 c! F; d& o& o51. AI not behaving if main HQs missing (affects small map mainly)
! g. F e$ ~2 z: M: F. w+ u52. AI using AGC for normal land units – removed from TF if not needed* H9 z9 {% j/ H2 l" y
53. Soviet activation message not in Ops report6 C3 j" P K% ~/ P( ~
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
4 B, t' w- z3 |. B55. Clear Soviet air balance if not activated. Possible incorrect base switching
G1 _8 x4 b v, `! R) ^56. Sub attack against docked TF not happening for port size <3' z) \1 P* [0 M7 E k- d) P* R
57. Unit type changing unexpectantly8 r$ f. Z# T6 H) K- Q- m) J+ E$ N
58. Torpedo replacement on plane sometimes is missed
8 r+ o: v9 y& A6 @4 N5 l59. Double handling of overstacked supply requirements* F N9 G- u- r1 @' H' W0 y/ s
60. Fixed alternate weapons for port attacks9 Y# q0 \& v. W! t& ~. \. [% `
61. Corrected weapon system damage to show after combat on ships in port rather than wait till% B# @ h, q6 m. g2 n' }
sometimer in the ship repair cycle.
+ V7 k" z" h" U. x) W1 e62. Ship tonnage over 32K could cause repairs to fail. Y# s: D5 m6 {
New
% Q3 F3 v! `% D4 B% m1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
+ h0 r; k$ V% M" m5 Oport
; j5 z. s* W2 U! ~5 o9 V* | I2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
2 m. w. ]% z, L& n/ bTenders not counted
/ R' ?7 {, i1 Y. l! R8 g4 N3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
9 M* u m! y, ]" t2 N4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method8 w1 C" ` r. g, f( `9 X( X
to remove damaged ships from TF
% `! v# Z) ?+ ]& K0 G5. New filter for “non-building” devices in Industry pool screen
4 D: x" b3 r" O4 Q2 [3 f* S6. New filter for “non-building” aircraft in Air Replacement pool screen
( A9 s: O) ~( \# I* a8 i! |# o2 N P7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
% W0 c; T7 _0 w B# A2 Bmines (^) detected! _$ ~# ?* x: I" U
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the7 M# t, p* q, t$ p9 n
‘button6..’ image files, then these will be shown. If not, by default there are shown as
Y' t1 u$ f6 k6 H! X, H4 Pstandard parachute unit icons; w- W! @5 L1 S9 i
9. Air/port damage and building is shown in base mouse over) o- E% N* H9 Q) @9 r8 F+ ]
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on. K5 ?' J5 c' ]9 `' L; t1 g
11. TF can be routed to stay within coastal hexes as much as possible
6 a; f" }5 M0 s0 J2 F# |1 g12. On Top Pilot screen show the 'ace' cut-off value if more than 1
9 u! F0 Y: {4 o$ B+ e13. Added option on group and LCU reinforcement screen to turn off replacements
* U) k2 s* U! p& ]) N8 ]14. Current base can get supply returned to it when reserve planes returned which were
7 \) |6 [& @6 d# x Goriginally supplied from another base
5 \5 C2 t* w: K8 k15. Unit type filter on Troop Loading screen) u2 u. b) W& N+ r: ?4 S
16. Report killed ground units if not in combat report. C. S6 Q3 ^" o+ @6 f( J' A3 a2 v; M
Changed
, A5 I8 k9 Q0 J' g1. AF of 8+ have AV support doubled for purposes of determing support for air operations
- a# N9 C7 I. ~$ N. X1 d) x: e(complements fix 18 above)! z/ R: D# @6 l; J @
2. Permanently increased pilot array to 70K" f5 s1 C+ A6 M; ?3 v( w' L
3. Increased number of air combat rounds are a factor of total aircraft involved
; f% p T1 d3 D- n' Y4. Allowed submap to submap movement if land connected for land units. Should have been( b# K- _2 p+ I8 l
so as per Andrew Brown
( o0 q& i& [6 ?4 p5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message9 i7 o" ?, N9 V, e( W" r4 c
delay toggle instead$ a3 x- G. Q; v5 n9 W @* ?
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the7 W% X0 C7 F; x5 L0 i+ d0 }/ u
maintenace a bit more
$ H9 J! I; d8 W, F7. Support device replacements won't decrease the overall experience of LCU units. This does
' g; e7 O# C9 A, q3 dnot alter the overall EXP change due when any replacements are received.
/ m; P9 _/ n; H" \: Q8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
$ V$ P5 a. u6 u/ } Ibetween the two but could break current games.3 Q f5 V4 D1 N. B. T
9. Some LCU Prep points may be retained if unit is experienced
; v; T7 c3 Z% C# k" d$ T, aNotes/ l" ?5 p" D. D* _0 |& b7 `
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
7 f" M- b: h+ N" U. Nshould not change player or HQ, even if not in play. These original HQs are used by the AI) F J! \. B& M" c7 w$ x9 D
routines so changing or deleting them can put the AI off. Changing other elements should
- O$ _/ L' }: _8 @+ @, ?be okay.8 |6 O2 A$ }+ {9 s$ S6 a
2. Clarification to weapon filters for aircraft:0 Q2 }( N7 M3 R& K8 w
PM_NAVAL_ATTACK 2 // used for naval attacks$ @7 \2 S2 V/ }; e
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
5 n6 s3 B/ d& A+ H+ V) r5 C; E. y+ r) YPM_LAND_ATTACK 8 // used for land (ground) attack* ~8 Q$ m: j: [+ Y& i" g7 K( ]
PM_PORT_ATTACK 16 // used for port attack
! R) C; }% H$ J5 @PM_AF_ATTACK 32 // used for AF attack
7 r4 B& f/ j' zDropped any reference to secondary values for land and AF as they served no special use.0 c+ g1 h. J- s9 D7 M/ i
Clarification changes# _+ _& _( G, M: V0 ?. T7 Q
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
9 Q7 p% Q9 F( i! S/ pbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),- {6 Z% F$ _/ {. |4 l# `7 u3 ~9 ~4 u' g
MONGOLIA(91) or TANNU_TUVA(92).; _. y! h4 \' H! E2 c1 H3 t
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
; E% O7 ~) t; Q& s- eb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
2 N" N9 h4 t7 U; } ?( A$ B' Rc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
. ~ Y! W, g- ?0 T3 T) yafter Soviets are activated, but can’t move* t2 c0 T4 q; {# Q. ]2 c
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
& \- T) }; ?' E+ H4 Y; Odisbanded in port.
& x6 s9 @) q/ i) u9 A, Xe. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently1 ~" X2 `6 a: }/ K
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |